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Messages - Kawa

Pages: 1 2 3 [4] 5 6 ... 93
46
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 01, 2020, 05:28:44 PM »
Which oops code number is it?

48
SCI Development Tools / Re: Decompilation Archive
« on: May 17, 2020, 09:17:52 AM »
unless two scripts have cross dependencies
Main and ColorInit come to mind.

49
SCI Development Tools / Re: Decompilation Archive
« on: May 14, 2020, 05:41:48 PM »
They contain names and exports and such, so the compiler can link smarter than Sierra's did. I don't think they're actually needed for present purposes.

50
SCI Development Tools / Re: Extending font files
« on: May 07, 2020, 01:20:17 PM »
Strange indeed if I could extend the font for the very first SCI game and use the new stuff. The font format, I think, hasn't changed from KQ4 to the very last SCI game.

51
I'd say that the choice to compile the parser in or out is largely a business decision. It's not like the choice affects the architecture of the rest of SCI much.
Besides the existence or inexistence of Said spec blocks in script resources. Though I think that was only in SCI11...

52
SCI Development Tools / Re: Decompilation Archive
« on: May 06, 2020, 06:43:18 PM »
Or - even better - put the decompiled sources on Github.
"Masterful stroke, Mr. Scruemall."

53
SCI Development Tools / Re: Extending font files
« on: May 06, 2020, 06:39:48 PM »
You can change the size of an SCI font to anything up to 256 in regular builds, via the sidebar, and I have personally confirm that even KQ4 1988 can handle 8-bit character codes ("lööps" lol).

Mine goes up to 65535 because SCI11+ has UTF-8.

54
Shaaame!

55
Decompile, then grep through src/*.sc I'd say. That's where the decompiler puts it after all. 🤷

56
Hmmhmm. https://en.wikipedia.org/wiki/Shift_JIS for example is a particularly likely method to encode Japanese. Characters are either one or two bytes.

SQ4 Japanese didn't do anything like that though, it just did its own 8-bit thing. And my SCI11+ has UTF-8.

57
SCI Syntax Help / Re: Problem recreating QFG2 source
« on: May 05, 2020, 08:41:48 PM »
If I remember correctly, most of these opcodes come in 8 and 16 bit variants, with only their lowest bit different. For example, sag.b is opcode A1 and sag.w is A0. For whatever reason the "sag musicChannels" line went from sag.b 80 to the theoretically identical sag.w 0080. I think the bnt in the third block is more interesting, but it too just jumps to after that block in both cases.

58
So you gave a 01-format dictionary to a 0 interpreter, and it doesn't completely lose its way over it?

Impressive if true.

59
ScummVM's wiki has "SCI1 EGA", which lists only various QfG2 releases, and "SCI1 Early, Middle, and Late", all in both EGA and VGA.

So it boils down to your definition of SCI1. QfG2 has a text parser instead of an icon bar, but also one or two bitmap screens and improved memory usage.

60
I thought English is the other way around?  ::)
מה, לא ככה?
Other way around compared to the languages SCI games were released in, smartass X3

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